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Roolow

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TimestampSince previousGameRoolow's comment
Dec 3 17:24:52 Fireboy ♥ 1 Pretty good for a first game. It was hard for me to tell how to beat the boss. Was touching it enough? If so, I think since the game was so short it would've been cool to make the boss require 5 hits to kill, so you have to keep playing until your good enough to make it to the boss with 5 flames left. Or some equivalent idea to make the boss feel special. Good job!
Dec 3 17:33:05 8m 13s Would You Rather Adventures ♥ 1 Neat game. I would say the feedback for attacking the enemies is required. But I ended up playing it by lightly "dipping my sword" into an enemy and trying to turn back before he hit me, though I can't really tell if I always connected. I like how simple the choice is. Bonus, this could've been the "take one leave one" theme too!
Dec 3 17:39:49 6m 44s Time ♥ 1 I struggled with the theme myself, but you have an interesting system here: "Oppertunity Cost". Great choice on the smile face appearing on the line, I liked thinking about what values improved or ruined my mood. If you added a ton more "secret activities" I could see this having the addiction of Progress Quest.
Dec 3 17:49:35 9m 46s Dungeons of Forfeit ♥ 1 YES! You seem to get the theme a little more than most. Sacrifice should not be something you're making a strategic decision about, so not telling the player exactly what will happen if they "reject" is great. I would've liked even more variation on that though. The visuals were nostalgic and consistent. Also I liked how the music had an old Yamaha Synth sound to it, pretty cool.
Dec 3 18:36:59 47m 24s Downgrade ♥ 1 I liked how the powers you were stripping away from the player were positional, rather than the player making a choice about what weapons to take versus others you'd never get.